// Behavior originally contributed by mastahg.
//
// LICENSE:
// This work is licensed under the
//     Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License.
// also known as CC-BY-NC-SA.  To view a copy of this license, visit
//      http://creativecommons.org/licenses/by-nc-sa/3.0/
// or send a letter to
//      Creative Commons // 171 Second Street, Suite 300 // San Francisco, California, 94105, USA.
//

#region Summary and Documentation
// DOCUMENTATION:
// This behavior makes mastahg cry each time it is used.
//
#endregion


#region Examples
// <CustomBehavior File="SlayTheFools" QuestId="" MobId="" CollectionDistance=""
// <CustomBehavior File="SlayTheFools" QuestId="29749" MobId="55489" CollectionDistance="60" X="2930.426" Y="-1644.892" Z="252.8332" />
#endregion


#region Usings

using System;
using System.Collections.Generic;
using System.Linq;
using System.Numerics;
using CommonBehaviors.Actions;
using Honorbuddy.QuestBehaviorCore;
using Styx;
using Styx.Common;
using Styx.CommonBot;
using Styx.CommonBot.Profiles;
using Styx.CommonBot.Routines;
using Styx.Pathing;
using Styx.TreeSharp;
using Styx.WoWInternals;
using Styx.WoWInternals.WoWObjects;

using Action = Styx.TreeSharp.Action;
#endregion


namespace Honorbuddy.Quest_Behaviors.SlayTheFools
{
    [CustomBehaviorFileName(@"SlayTheFools")]
    public class SlayTheFools : CustomForcedBehavior
    {
        public SlayTheFools(Dictionary<string, string> args)
            : base(args)
        {
            QBCLog.BehaviorLoggingContext = this;

            try
            {
                // QuestRequirement* attributes are explained here...
                //    http://www.thebuddyforum.com/mediawiki/index.php?title=Honorbuddy_Programming_Cookbook:_QuestId_for_Custom_Behaviors
                // ...and also used for IsDone processing.
                Location = GetAttributeAsNullable<Vector3>("", false, ConstrainAs.Vector3NonEmpty, null) ?? Me.Location;
                QuestId = GetAttributeAsNullable<int>("QuestId", true, ConstrainAs.QuestId(this), null) ?? 0;
                ObjectiveId = GetAttributeAsNullable<int>("ObjectiveId", false, ConstrainAs.RepeatCount, null) ?? 0;
                MobId = GetAttributeAsNullable<int>("MobId", true, ConstrainAs.MobId, null) ?? 0;
                Distance = GetAttributeAsNullable<int>("CollectionDistance", false, null, null) ?? 1000;
                QuestRequirementComplete = GetAttributeAsNullable<QuestCompleteRequirement>("QuestCompleteRequirement", false, null, null) ?? QuestCompleteRequirement.NotComplete;
                QuestRequirementInLog = GetAttributeAsNullable<QuestInLogRequirement>("QuestInLogRequirement", false, null, null) ?? QuestInLogRequirement.InLog;

                QBCLog.DeveloperInfo("Distance thingy is:" + Distance);
            }

            catch (Exception except)
            {
                // Maintenance problems occur for a number of reasons.  The primary two are...
                // * Changes were made to the behavior, and boundary conditions weren't properly tested.
                // * The Honorbuddy core was changed, and the behavior wasn't adjusted for the new changes.
                // In any case, we pinpoint the source of the problem area here, and hopefully it
                // can be quickly resolved.
                QBCLog.Exception(except);
                IsAttributeProblem = true;
            }
        }

        // DON'T EDIT THIS--it is auto-populated by Git
        public override string VersionId => QuestBehaviorBase.GitIdToVersionId("$Id: 873384f43b2b467eecbdfc1739d9b5f0f3d42cc2 $");


        // Attributes provided by caller
        public int ObjectiveId { get; private set; }
        public int QuestId { get; private set; }
        public int MobId { get; private set; }
        public int Distance { get; private set; }
        public QuestCompleteRequirement QuestRequirementComplete { get; private set; }
        public QuestInLogRequirement QuestRequirementInLog { get; private set; }
        public Vector3 Location { get; private set; }


        // Private variables for internal state
        private bool _isBehaviorDone;
        private Composite _root;


        // Private properties
        private LocalPlayer Me
        {
            get { return (StyxWoW.Me); }
        }


        #region Overrides of CustomForcedBehavior

        public Composite DoneYet
        {
            get
            {
                return
                    new Decorator(ret => IsComplete(), new Action(delegate
                    {
                        TreeRoot.StatusText = "Finished!";
                        _isBehaviorDone = true;
                        return RunStatus.Success;
                    }));
            }
        }

        public bool IsComplete()
        {
            return
                (ObjectiveId == 0)
                ? Me.IsQuestComplete(QuestId)
                : Me.IsQuestObjectiveComplete(QuestId, ObjectiveId);
        }


        public Composite DoDps
        {
            get
            {
                return
                    new PrioritySelector(RoutineManager.Current.CombatBuffBehavior, RoutineManager.Current.CombatBehavior);
            }
        }

        public WoWUnit TargetKind
        {
            get
            {
                return
                    ObjectManager.GetObjectsOfType<WoWUnit>().Where(u => u.Entry == MobId && u.IsAlive && u.Location.Distance(Location) <= Distance).OrderBy(u => u.Distance).FirstOrDefault();
            }
        }

        public Composite SelectNew
        {
            get
            {
                return new Decorator(r => TargetKind != null, new Action(r => TargetKind.Target()));
            }
        }


        public Composite FindOne
        {
            get
            {
                return
                    new Decorator(
                        r => Me.CurrentTarget == null || (Me.CurrentTarget.IsFriendly || Me.CurrentTarget.IsDead),
                        SelectNew);
            }
        }

        public Composite HandleCombat
        {
            get
            {
                return
                    new PrioritySelector(
                    new Decorator(r => Me.Mounted, new Action(r => Flightor.MountHelper.Dismount())),
                        new Decorator(ret => Me.Combat, DoDps));
            }
        }


        public Composite StayInRange
        {
            get
            {
                return new Decorator(ret => Me.Location.Distance(Location) > Distance, new Action(r => Navigator.MoveTo(Location)));
            }
        }

        protected Composite CreateBehavior_QuestbotMain()
        {
            return _root ?? (_root = new Decorator(ret => !_isBehaviorDone, new PrioritySelector(DoneYet, StayInRange, HandleCombat, FindOne, DoDps, new ActionAlwaysSucceed())));
        }


        public override void OnFinished()
        {
            TreeHooks.Instance.RemoveHook("Questbot_Main", CreateBehavior_QuestbotMain());
            TreeRoot.GoalText = string.Empty;
            TreeRoot.StatusText = string.Empty;
            base.OnFinished();
        }


        public override bool IsDone
        {
            get
            {
                return (_isBehaviorDone // normal completion
                        || !UtilIsProgressRequirementsMet(QuestId, QuestRequirementInLog, QuestRequirementComplete));
            }
        }



        public override void OnStart()
        {
            // This reports problems, and stops BT processing if there was a problem with attributes...
            // We had to defer this action, as the 'profile line number' is not available during the element's
            // constructor call.
            OnStart_HandleAttributeProblem();

            // If the quest is complete, this behavior is already done...
            // So we don't want to falsely inform the user of things that will be skipped.
            if (!IsDone)
            {
                TreeHooks.Instance.InsertHook("Questbot_Main", 0, CreateBehavior_QuestbotMain());
                this.UpdateGoalText(QuestId);
            }
        }

        #endregion
    }
}